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First draft!
== Sjabloon ==
Sept 18th, 2013


[[File:Loading.jpg|right]]
[[File:Templatewoop.png |thumb|template|200px]]
[[File:Sjabloon.png|thumb| sjabloon]]
[[File:Apple-iphone-ipad-monitor-mockup.jpg|thumb| apple iphone/ipad/monitor mockup |250px]]
[[File:Proposal5.png|thumb|#nofilter|220px]]
[[File:Emptybutton.jpg|thumb| empty button template |150px]]
[[File:Proposal1.png|thumb| instagram filters |300px]]
[[File:Artdecotemplate2.png |thumb| art nouveau template|250px]]


== Tentative Title ==
This graduation year I am looking into ''template culture'', inspired by a Samsung smartphone commercial that promises its customers a chance to 'design their lives'. Mobile phones, apps and social networking sites are branded as services we can use to express ourselves online or to display our distinct personalities. But in reality, there is something quite depersonalising about it: we are all taking the same type of pictures on the same type of phone and uploading them to the same website.


!?
Not only do these devices and websites guarantee some kind of palette to 'paint your life' more beautiful, but extra features will help users manage every aspect of their busy lives. Not manage, compose! A semblance of control is promoted, not just related to lifestyle, but over the use of these applications as well. You decide the content, style and the presentation. But is this promise fulfilled or are they not just templates (or interfaces, filters, themes) with minimal customisation options? And do these templates, while giving users the option to customize and personalise, not just generate a mass of homogeneous content?


== Introduction ==
The Dutch word for template is 'sjabloon', its original meaning is 'modelvorm': a mold or stencil that, for example, is used to draw the same shape over and over again. In a more abstract sense, the word can be applied to anything that is conventional and often imitated or repeated. Sjabloon fits, because it outlines the multiple dimensions of this topic and it explains my fascination with it. With my background in Graphic Design, I have often encountered templates and created them. They're a part of the work that cannot be avoided, from style guides to "industry standard" software programs. Their restrictions and limitations can both liberate and limit the people who use them. Templates make a job easy, but tend to generate similar content. They are beautiful, but promote imitation.


Ideas for small projects [what do they have in common? 'Ideas for small projects which all... S.] :
== Outcome ==
My goal is to create a catalogue of this current template culture, first by extracting and then exposing the underlying principles of a template. I'm especially interested in templates that are prominent in (graphic) design, web, lifestyle and advertisement: from design tools to photo-sharing websites. And from decorative 'sjablonen' to Instagram filters. The subject will be approached via a number of case studies, these could be: Tumblr themes, Pinterest boards, templates within apps and software for designers, mock-ups, smart phone advertisements, online graphic generators, etc.


1. Look into .NFO-files, or ASCII-code, as a sort of research into limitations, restrictions. What would happen if these symbols were replaced with other elements, like physical objects. How would it work in print, instead of just simply printing a screenshot?
Regarding methodology, I plan to continue working by recontextualising or repurposing the visual language of digital culture. Each case study will be an investigation into the formal aspects of a template, revealing the framework by testing its boundaries. While underlining the visual, my aim is to also critically reflect on the effect of templates. The small exercises I've conducted so far illustrate this goal (documented in a work log, see below), when for example I applied Instagram filters to white backgrounds to find out what they look like without their content, the vintage looking "selfies" (self portrait created with a camera phone) or plates of food you typically find in an Instagram picture.


2. Find a way to make Instagram filters physical, to take it out of its social networking smartphone context.  
This catalogue will have a graphic form, as this is something I am familiar and comfortable with. Most likely printed, it could be a collection of posters or a book. Important here is the interplay between the different projects. I think the topic becomes more clear when they are not standalone works, but viewed next to each other, illustrating the fact that templates are so very common. I will also keep in mind that not only the final outcome, but also the space it is displayed in will signify another type of template.


3. Pirate Bay Archive: research in to every aspect of the file, but not the content. Can the file-names be used to create symbols (visuals), using the .XML-file with Python, InkScape, SVG's? Is there a way to visualize both the small size of the archive and the amount of content it gives access to. How would information, like file-size, number of seeders, come in to play?
== Practical steps ==
 
4. A collection of images(?), found and made, in combination with loading, waiting, dial-up speed, modems, file-size. Inspired by a quote from BBS: The Documentary (2005), "I could hear the harddrive", "it was like they were in my bedroom with me".
 
 
------


1. So far, I have started making small projects – that take no more than one day to finish – to avoid getting stuck in thinking, reading and conceptualising. I will continue to experiment with different examples within the topic of templates and while doing so, try to answer some of my key questions. What is a template without its content? What does it look like? How does it function in a different context? What is its interaction with (user-generated) content, and is it flexible? What happens to this content when the template changes and vice versa?


This year I would like to further investigate some of the subjects that I took on in my first year at Piet Zwart Institute. I am as of yet undecided about the direction I should take, though I feel the topics have an overlapping theme (a fascination with Internet culture) that has been a prominent aspect of my work since studying Graphic Design in Arnhem.
2. These projects will be collected and documented in a work log. <u>[http://pzi.marlonharder.nl View the work log here]</u>


3. I am aware of how broad and open-ended my subject is and with these quick exercises I can allow myself to investigate different examples and fascinations, while still having some time to assess whether their outcome fits the goal I have in mind. After spending some, but not too much time on each small project I will be able to select one or two or three that will be developed further. And combined they will form an inventory of these unavoidable templates, showing how and why they work.


These research fields are:
== Previous practice ==


* Peer-to-peer systems, especially in the way it can be applied: the file-sharing of (illegal) content with peers and how this has led to the concepts like “the swarm”, release groups and gentlemans' clubs. Keywords: Pirate Bay, uploading subtitles, Silk Road, trackers, archiving, NFO-files
During the last two years of my bachelor, a fascination with the viral workings of the World Wide Web led to a number of projects. I focused on the process of finding information, especially in the case of current news events. Via image search engines or social networking sites I collected comments or images related to a topic and then attempted to recreate these stories or reinterpret the information. Some examples:


* Internet as a huge, but unreliable, well of information. We both use it and produce content for it, and my interest goes to social platforms, blogs, forums and how they filter real life events. And turn news stories into memes. Keywords: informal media, media filters, unreliable narrator, poisoning the well, blogs that nobody reads, water armies, hoax, stories, fake/real
''Tsunami by proxy (2011)''


This graduation piece is a collection of around 1200 postcards, printed with popular images found online that depict the earthquake, tsunami and nuclear disaster in Japan. (Natural) disasters are visual stories and the images that most accurately capture the imagination of the viewer are very popular online, even if they are stills from movies or images from other disasters.


About form and graphic design:
''PSYOP (2010)''


I have not made any decision about form, as for me the form has always been part of the research. Until now my projects have almost all resulted in a printed outcome, something I want to move away from a bit. On the other hand, in all my previous work it has been a conscious choice: the projects are (critical) comments on digital culture which I emphasized by changing the context, extracting the material from the medium. It can highlight the visual aspect of a natural disaster or make Facebook comments look poetic.  
PSYOP is a collection of forum posts 'published' as a poetry book. The posts are comments on the 'Balloon boy hoax' of October 2009, as I was struck by how much meaningless content was produced by the online spectators of the story. The story went viral, picked up by the traditional media and more people rushed to their computer to share their advice, opinions, links and hastily generated gifs. The book is a chronological narration of the hoax, interspersed with quotes and screen captures from news broadcasting (a lot of the same messages and images repeated - a logical effect of 24/7 news coverage).  


* My research should then also focus on form, on the graphic/visual language of digital culture, the boundaries and technical limitations of a medium. <br> Keywords: rules and restrictions, surprises, the static and dynamic, toolbox
<center> – – – – </center>  


== Relation to previous practice ==
At PZI, I became more interested in sharing and peer-to-peer networks. Both their social impact and how these notions are made visual. During the <u>[[User:Marlon/trimester2|second trimester]]</u> this resulted into an investigation that can be divided into three sections:


Projects that are in the same line of research, or could be further developed (some text taken from the self directed research essay):
''Pirate Bay Archive''


Karel Bilek created an archive of the Pirate Bay, a website that indexes (illegal) content available for download. The archive, an 75MB .XML file (a format used to store data), contains over 1,6 million links to torrent files. That would make it possible to recreate The Pirate Bay if it would ever be taken offline. As a very simple exercise I randomly displayed one item of the list on a website, with a link to the download. This gives users access to an enormous amount of content, but without the 'search option' it loses almost all its functionality.


''Pirate Bay Archive:''
''.NFO-files''


Karel Bilek created an archive of the Pirate Bay, a website that indexes (illegal) content available for download. The archive, an 75MB .XML file (a format used to store data), contains over 1,6 million links to torrent files. That would make it possible to recreate The Pirate Bay if it would ever be taken offline. As a very simple exercise I randomly displayed one item of the list on a website, with a link to the download. This gives users access to an enormous amount of content, but without the 'search option' it loses almost all its functionality. I hope to continue working with this archive, as I appreciate the idea of a relatively small file representing such a vast amount of content. What other uses could it have, besides being the basis of a search engine like website?
.NFO files are a prominent tradition within the file sharing subculture. In the past the limited technical possibilities set boundaries for how the file looked and although the software used to create these files has developed significantly, the overall look of an .NFO file has remained the same, all due to its nostalgic value. I am impressed with how the creators of these files manage to construct something great with very little: a limited toolbox of white on black or black on white symbols is used to make impressive pieces of work. The files have changed from a necessity to a form of expression. It is the "corporate identity" of individuals or groups of people that manifest themselves online.


''Peer-to-peer-to-Peer-to-peer''


''.NFO-files:''
A collage of images, downloaded via Google Images and printed on separate pages, that symbolise peer-to-peer networks. The printed pages overlap, connecting the peers of one diagram to those of another, forming a larger network of peer-to-peer networks.
 
.NFO files are a prominent tradition within the file sharing subculture. In the past the limited technical possibilities set boundaries for how the file looked and although the software used to create these files has developed significantly, the overall look of an .NFO file has remained the same, all due to its nostalgic value.
 
As a graphic designer, I am impressed with how the creators of these files manage to construct something great with very little: a limited toolbox of white on black or black on white symbols is used to make impressive pieces of work. Though most of the .NFO files are kept clean and simple, some show elaborate drawings and typography – the files have changed from a necessity to a form of expression. It is the "corporate identity" of individuals or groups of people that manifest themselves online.
 
 
''Peer-to-peer-to-Peer-to-peer:''
 
A collage of images, downloaded via Google Images and printed on seperate pages, that symbolize peer-to-peer networks. The printed pages overlap, connecting the peers of one diagram to those of another, forming a larger network of peer-to-peer networks.


Peers can form a network of nodes in which they share data peer-to-peer, without any central coordination. Currently the term "peer-to-peer" is at the height of its popularity, something you see reflected in the striking amount of images visualising the system that circulate the Web. Though the system stays the same, its use is in constant development. This "evolution" can be observed when looking at these images: the older images are smaller in file-size, with low-tech graphics depicting desktop computers, while the newer versions illustrate the increasing social impact of the peer-to-peer system.
Peers can form a network of nodes in which they share data peer-to-peer, without any central coordination. Currently the term "peer-to-peer" is at the height of its popularity, something you see reflected in the striking amount of images visualising the system that circulate the Web. Though the system stays the same, its use is in constant development. This "evolution" can be observed when looking at these images: the older images are smaller in file-size, with low-tech graphics depicting desktop computers, while the newer versions illustrate the increasing social impact of the peer-to-peer system.


== References ==


''Tsunami by proxy''
* Andrejevic, M (2004) Reality TV <br>


An older, but similar project, focused on virality in relation to the World Wide Web. It is a collection of around 1200 postcards, printed with popular images found online that depict the earthquake, tsunami and nuclear disaster in Japan. (Natural) disasters are visual stories and the images that most accurately capture the imagination of the viewer are very popular online, even if they are stills from movies or images from other disasters.
* Galloway, A (2012) The Interface Effect


== Relation to a larger context ==
* Manovich, L (2008) Software Takes Command


Just some random things, for now.
* de Rijk, T (2010) Norm=Form


Related to peer-to-peer, etc:
* Bowker, G and Star, S (2000) Sorting Things Out


* “Occupy swarm” / decentralized revolution / 1:1 / hit & run
* Lampand, M and Star, S (2008) Standards and Their Stories
 
* The Geocities Archive: When in 2009 Yahoo announced they would close Geocities, the Archive Team - "a collective of rogue archivists" - attempted to rescue all the Geocities' data they could. Using GNU Wget "to within an inch of its life", they've collected 640GB of data from Geocities, and offered it for download via a torrent. Also: One Terabyte of Kilobyte Age, the Geocities research blog by Olia Lialina and Dragan Espenschied.
 
Related to second topic:
 
* Jorinde Seijdel, 'Wild Images', OPEN 8
 
Seijdel's text is about the effect of the amateur photographer and their current, aided by digital media and the internet, role in a professional media landscape. Particularly fascinating are the comments by Susan Sontag, quoted in the text, where she states that a picture is no longer a keep safe, but has evolved into something that "disseminates and circulates". Images are circulated in a liberating, democratic way. But this results in them being more explicit, savage and perverse. Especially in the case of accidents, disasters and wars we've become a society that wants to "consume events" from everywhere, while they're happening. We're a very professional public: less a participant, more a recorder or a performer. We're either taking pictures or being photographed.
 
Related to design:
 
* Conditional Design: "a term that refers to our approach rather than our chosen media."
 
== Practical steps ==
 
Develop small (graphical) projects, while researching the above mentioned subjects. Will continue to use my very limited knowledge of code/the terminal as a way to collect/generate content.
 
== References ==
* [http://classic.skor.nl/2859/en/jorinde-seijdel-wild-images-the-rise-of-amateur  Jorinde Seijdel, 'Wild Images. The Rise of Amateur Images in the Public Domain', OPEN 8]
* [http://contemporary-home-computing.org/1tb/ One Terabyte of Kilobyte Age: Digging through the Geocities Torrent]
* [http://conditionaldesign.org/manifesto/ Conditional Design Manifesto]

Latest revision as of 23:44, 1 December 2013

Sjabloon

template
sjabloon
apple iphone/ipad/monitor mockup
#nofilter
empty button template
instagram filters
art nouveau template

This graduation year I am looking into template culture, inspired by a Samsung smartphone commercial that promises its customers a chance to 'design their lives'. Mobile phones, apps and social networking sites are branded as services we can use to express ourselves online or to display our distinct personalities. But in reality, there is something quite depersonalising about it: we are all taking the same type of pictures on the same type of phone and uploading them to the same website.

Not only do these devices and websites guarantee some kind of palette to 'paint your life' more beautiful, but extra features will help users manage every aspect of their busy lives. Not manage, compose! A semblance of control is promoted, not just related to lifestyle, but over the use of these applications as well. You decide the content, style and the presentation. But is this promise fulfilled or are they not just templates (or interfaces, filters, themes) with minimal customisation options? And do these templates, while giving users the option to customize and personalise, not just generate a mass of homogeneous content?

The Dutch word for template is 'sjabloon', its original meaning is 'modelvorm': a mold or stencil that, for example, is used to draw the same shape over and over again. In a more abstract sense, the word can be applied to anything that is conventional and often imitated or repeated. Sjabloon fits, because it outlines the multiple dimensions of this topic and it explains my fascination with it. With my background in Graphic Design, I have often encountered templates and created them. They're a part of the work that cannot be avoided, from style guides to "industry standard" software programs. Their restrictions and limitations can both liberate and limit the people who use them. Templates make a job easy, but tend to generate similar content. They are beautiful, but promote imitation.

Outcome

My goal is to create a catalogue of this current template culture, first by extracting and then exposing the underlying principles of a template. I'm especially interested in templates that are prominent in (graphic) design, web, lifestyle and advertisement: from design tools to photo-sharing websites. And from decorative 'sjablonen' to Instagram filters. The subject will be approached via a number of case studies, these could be: Tumblr themes, Pinterest boards, templates within apps and software for designers, mock-ups, smart phone advertisements, online graphic generators, etc.

Regarding methodology, I plan to continue working by recontextualising or repurposing the visual language of digital culture. Each case study will be an investigation into the formal aspects of a template, revealing the framework by testing its boundaries. While underlining the visual, my aim is to also critically reflect on the effect of templates. The small exercises I've conducted so far illustrate this goal (documented in a work log, see below), when for example I applied Instagram filters to white backgrounds to find out what they look like without their content, the vintage looking "selfies" (self portrait created with a camera phone) or plates of food you typically find in an Instagram picture.

This catalogue will have a graphic form, as this is something I am familiar and comfortable with. Most likely printed, it could be a collection of posters or a book. Important here is the interplay between the different projects. I think the topic becomes more clear when they are not standalone works, but viewed next to each other, illustrating the fact that templates are so very common. I will also keep in mind that not only the final outcome, but also the space it is displayed in will signify another type of template.

Practical steps

1. So far, I have started making small projects – that take no more than one day to finish – to avoid getting stuck in thinking, reading and conceptualising. I will continue to experiment with different examples within the topic of templates and while doing so, try to answer some of my key questions. What is a template without its content? What does it look like? How does it function in a different context? What is its interaction with (user-generated) content, and is it flexible? What happens to this content when the template changes and vice versa?

2. These projects will be collected and documented in a work log. View the work log here

3. I am aware of how broad and open-ended my subject is and with these quick exercises I can allow myself to investigate different examples and fascinations, while still having some time to assess whether their outcome fits the goal I have in mind. After spending some, but not too much time on each small project I will be able to select one or two or three that will be developed further. And combined they will form an inventory of these unavoidable templates, showing how and why they work.

Previous practice

During the last two years of my bachelor, a fascination with the viral workings of the World Wide Web led to a number of projects. I focused on the process of finding information, especially in the case of current news events. Via image search engines or social networking sites I collected comments or images related to a topic and then attempted to recreate these stories or reinterpret the information. Some examples:

Tsunami by proxy (2011)

This graduation piece is a collection of around 1200 postcards, printed with popular images found online that depict the earthquake, tsunami and nuclear disaster in Japan. (Natural) disasters are visual stories and the images that most accurately capture the imagination of the viewer are very popular online, even if they are stills from movies or images from other disasters.

PSYOP (2010)

PSYOP is a collection of forum posts 'published' as a poetry book. The posts are comments on the 'Balloon boy hoax' of October 2009, as I was struck by how much meaningless content was produced by the online spectators of the story. The story went viral, picked up by the traditional media and more people rushed to their computer to share their advice, opinions, links and hastily generated gifs. The book is a chronological narration of the hoax, interspersed with quotes and screen captures from news broadcasting (a lot of the same messages and images repeated - a logical effect of 24/7 news coverage).

– – – –

At PZI, I became more interested in sharing and peer-to-peer networks. Both their social impact and how these notions are made visual. During the second trimester this resulted into an investigation that can be divided into three sections:

Pirate Bay Archive

Karel Bilek created an archive of the Pirate Bay, a website that indexes (illegal) content available for download. The archive, an 75MB .XML file (a format used to store data), contains over 1,6 million links to torrent files. That would make it possible to recreate The Pirate Bay if it would ever be taken offline. As a very simple exercise I randomly displayed one item of the list on a website, with a link to the download. This gives users access to an enormous amount of content, but without the 'search option' it loses almost all its functionality.

.NFO-files

.NFO files are a prominent tradition within the file sharing subculture. In the past the limited technical possibilities set boundaries for how the file looked and although the software used to create these files has developed significantly, the overall look of an .NFO file has remained the same, all due to its nostalgic value. I am impressed with how the creators of these files manage to construct something great with very little: a limited toolbox of white on black or black on white symbols is used to make impressive pieces of work. The files have changed from a necessity to a form of expression. It is the "corporate identity" of individuals or groups of people that manifest themselves online.

Peer-to-peer-to-Peer-to-peer

A collage of images, downloaded via Google Images and printed on separate pages, that symbolise peer-to-peer networks. The printed pages overlap, connecting the peers of one diagram to those of another, forming a larger network of peer-to-peer networks.

Peers can form a network of nodes in which they share data peer-to-peer, without any central coordination. Currently the term "peer-to-peer" is at the height of its popularity, something you see reflected in the striking amount of images visualising the system that circulate the Web. Though the system stays the same, its use is in constant development. This "evolution" can be observed when looking at these images: the older images are smaller in file-size, with low-tech graphics depicting desktop computers, while the newer versions illustrate the increasing social impact of the peer-to-peer system.

References

  • Andrejevic, M (2004) Reality TV
  • Galloway, A (2012) The Interface Effect
  • Manovich, L (2008) Software Takes Command
  • de Rijk, T (2010) Norm=Form
  • Bowker, G and Star, S (2000) Sorting Things Out
  • Lampand, M and Star, S (2008) Standards and Their Stories